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Topic: What's coming for HTML5Posted: 05 Mar 2012 at 10:28pm |
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Some HTML5 slides on the bleeding edge of HTML5 : Here
Very motivational :D . Some of them are already here in alpha like gamepad, and others are going to make HTML5 gaming and of course, C2 much better! Examples are, mouse locking , much better canvas pixel manipulation performance (Canvas plugin much faster), even better sound support, better input etc. Great times to come. Only thing missing is getting all of these on mobile too :) |
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Posted: 05 Mar 2012 at 10:51pm |
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i like how the whats next for html5 site just freezes my browser
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Posted: 06 Mar 2012 at 12:24am |
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What browser are you using ? I'm using Chrome 17, works ok here. If you're using the same then i'm lucky i guess. Should work on Chrome and Firefox i think.
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Posted: 06 Mar 2012 at 12:28am |
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I saw THIS on youtube. it is possible with scirra??? because scirra use html5 http://www.youtube.com/watch?v=lP0guzk1nS4
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Posted: 06 Mar 2012 at 1:21am |
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The guy used a clever optimization. Since he didn't post the code i can't tell exactly what he used. But from what i understood it's a double buffer technique with two canvas and copying only what's visible each time from one to other.
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Posted: 06 Mar 2012 at 1:49am |
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i hope Ashley is going to look at this :D
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Posted: 07 Mar 2012 at 8:27am |
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From the comments of the video : he used a clever trick, nothing "HTML" specific. As Kiyoshi said, you need 2 canvases. The slow part with Canvas is drawImage(). So you need to move the viewport, know how much you moved by using two variables, and only draw new tiles in the white row or columns that has just been created. So the number of redraw is only linear, not exponential.
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Posted: 07 Mar 2012 at 11:24am |
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It freezes my browser too.
Using Firefox 10.0.2 ~Sol |
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Posted: 07 Mar 2012 at 4:33pm |
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@imothep85, Construct 2 supports WebGL and my last benchmark can get 14000 sprites on-screen at 30 fps. So it should be able to do 7000 at 60 fps already.
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Posted: 07 Mar 2012 at 6:55pm |
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14.000
lol crazy [<:o)]
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